2.4.0 League Crafted Items
" we don't know how hard it's gonna be to get those mods yet. The overall point though, I agree with 100%. |
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Veeery nice!
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I've gotta say, I don't see how this is making rares better. It's making uniques less valuable, sure. Is it making rares better though? I have to assume that the mods will all be suffixes as all of the previewed mods are, except the new tier of life.
If you try to roll a good body armour there are certain things you want on it. Specifically elemental resistances. The difference in value of a 2 res (T3/T2) and a 3 res (T3/T2) is pretty significant. An body with 1200-1400 Armour and a T2 and T3 res will run ~10C. Add another T3 ~20C. If you add additional suffix mods that can replace the already low, low chance of getting 3 high tier res rolls with a mediocre mod you aren't making rares better. You are making them worse. What about weapons? Suffix rolls include Global Crit chance, Crit chance for spells, Crit multi, Attack Speed, Cast Speed and Accuracy. By adding another mod to weapons you further decrease the chance of rolling a worthwhile weapon. I don't think many people are going to want to use a slower or lower crit weapon because it has a 10% chance to gain a random charge that may or may not help them. I assume the 10% chance to gain some random charge is to improve self cast Discharge once CoC gets tuned back, but it certainly isn't worth losing any of the mods previously mentioned for any non-Discharge build. TLDR: Adding more mods makes it harder to roll good rares. It also makes uniques less valuable. Where's the upside to this update? |
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